// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
#define __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__

#include "ISceneNode.h"
#include "IParticleAnimatedMeshSceneNodeEmitter.h"
#include "IParticleBoxEmitter.h"
#include "IParticleCylinderEmitter.h"
#include "IParticleMeshEmitter.h"
#include "IParticleRingEmitter.h"
#include "IParticleSphereEmitter.h"
#include "IParticleAttractionAffector.h"
#include "IParticleFadeOutAffector.h"
#include "IParticleGravityAffector.h"
#include "IParticleRotationAffector.h"
#include "dimension2d.h"

namespace irr
{
namespace scene
{

//! A particle system scene node for creating snow, fire, exlosions, smoke...
/** A scene node controlling a particle System. The behavior of the particles
can be controlling by setting the right particle emitters and effectors.
You can for example easily a campfire by doing this:

\code
	scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
	p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
	scene::IParticleEmitter* em = p->createBoxEmitter(
		core::aabbox3d<f32>(-5,0,-5,5,1,5),
		core::vector3df(0.0f,0.03f,0.0f),
		40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
	p->setEmitter(em);
	em->drop();
	scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
	p->addAffector(paf);
	paf->drop();
\endcode

*/
class IParticleSystemSceneNode : public ISceneNode
{
public:

	//! constructor
	IParticleSystemSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
		const core::vector3df& position = core::vector3df(0,0,0),
		const core::vector3df& rotation = core::vector3df(0,0,0),
		const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
			: ISceneNode(parent, mgr, id, position, rotation, scale) {}

	//! Sets the size of all particles.
	virtual void setParticleSize(
		const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;

	//! Sets if the particles should be global. If it is, the particles are affected by
	//! the movement of the particle system scene node too, otherwise they completely
	//! ignore it. Default is true.
	virtual void setParticlesAreGlobal(bool global) = 0;

	//! Sets the particle emitter, which creates the particles.
	//! A particle emitter can be created using one of the
	//! methods. For example to create and use a simple PointEmitter,
	//! call IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
	//! \param emitter: Sets the particle emitter. You can set this to 0
	//! for removing the current emitter and stopping the particle system
	//! emitting new particles.
	virtual void setEmitter(IParticleEmitter* emitter) = 0;

	//! Adds new particle effector to the particle system. A particle
	//! affector modifies the particles. For example, the FadeOut
	//! affector lets all particles fade out after some time. It is created
	//! and used in this way: IParticleAffector* p = createFadeOutParticleAffector();
	//! addAffector(p); p->drop();
	//! Please note that a affector is not necessary for the particle
	//! system to work.
	//! \param affector: New affector.
	virtual void addAffector(IParticleAffector* affector) = 0;

	//! Removes all particle affectors in the particle system.
	virtual void removeAllAffectors() = 0;

	//! Creates a particle emitter for an animated mesh scene node
	//! \param node: Pointer to the animated mesh scene node to emit particles from
	//! \param useNormalDirection: If true, the direction of each particle created will
	//! be the normal of the vertex that it's emitting from.  The normal is divided by the
	//! normalDirectionModifier parameter, which defaults to 100.0f.
	//! \param direction: Direction and speed of particle emission.
	//! \param normalDirectionModifier: If the emitter is using the normal direction
	//! then the normal of the vertex that is being emitted from is divided by this number.
	//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
	//! to emit particles from.  The default value is -1, which means a random meshBuffer
	//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
	//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
	//! specified by this value.
	//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
	//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
	//! in the mesh.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted
	//! per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted
	//! per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
		scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
		const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
		f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
		bool everyMeshVertex = false,
		u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
		s32 maxAngleDegrees = 0 ) = 0;

	//! Creates a box particle emitter.
	//! \param box: The box for the emitter.
	//! \param direction: Direction and speed of particle emission.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted
	//! per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted
	//! per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleBoxEmitter* createBoxEmitter(
		const core::aabbox3df& box = core::aabbox3df(-10,28,-10,10,30,10),
		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
		u32 minParticlesPerSecond = 5,
		u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
		s32 maxAngleDegrees=0) = 0;

	//! Creates a particle emitter for emitting from a cylinder
	//! \param center: The center of the circle at the base of the cylinder
	//! \param radius: The thickness of the cylinder
	//! \param normal: Direction of the length of the cylinder
	//! \param length: The length of the the cylinder
	//! \param outlineOnly: Whether or not to put points inside the cylinder or on the outline only
	//! \param direction: Direction and speed of particle emission.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleCylinderEmitter* createCylinderEmitter(
		const core::vector3df& center, f32 radius,
		const core::vector3df& normal, f32 length,
		bool outlineOnly = false,
		const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
		u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
		s32 maxAngleDegrees = 0 ) = 0;

	//! Creates a mesh particle emitter.
	//! \param mesh: Pointer to mesh to emit particles from
	//! \param useNormalDirection: If true, the direction of each particle created will
	//! be the normal of the vertex that it's emitting from.  The normal is divided by the
	//! normalDirectionModifier parameter, which defaults to 100.0f.
	//! \param direction: Direction and speed of particle emission.
	//! \param normalDirectionModifier: If the emitter is using the normal direction
	//! then the normal of the vertex that is being emitted from is divided by this number.
	//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
	//! to emit particles from.  The default value is -1, which means a random meshBuffer
	//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
	//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
	//! specified by this value.
	//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
	//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
	//! in the mesh.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleMeshEmitter* createMeshEmitter(
		scene::IMesh* mesh, bool useNormalDirection = true,
		const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
		f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
		bool everyMeshVertex = false,
		u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
		s32 maxAngleDegrees = 0 ) = 0;

	//! Creates a point particle emitter.
	//! \param direction: Direction and speed of particle emission.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted
	//! per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted
	//! per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticlePointEmitter* createPointEmitter(
		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
		u32 minParticlesPerSecond = 5,
		u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
		s32 maxAngleDegrees=0) = 0;

	//! Creates a ring particle emitter.
	//! \param center: Center of ring
	//! \param radius: Distance of points from center, points will be rotated around the
	//! Y axis at a random 360 degrees and will then be shifted by the provided ringThickness
	//! values in each axis.
	//! \param ringThickness : thickness of the ring or how wide the ring is
	//! \param direction: Direction and speed of particle emission.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted
	//! per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted
	//! per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleRingEmitter* createRingEmitter(
		const core::vector3df& center, f32 radius, f32 ringThickness,
		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
		u32 minParticlesPerSecond = 5,
		u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
		s32 maxAngleDegrees=0) = 0;

	//! Creates a sphere particle emitter.
	//! \param center: Center of sphere
	//! \param radius: Radius of sphere
	//! \param direction: Direction and speed of particle emission.
	//! \param minParticlesPerSecond: Minimal amount of particles emitted
	//! per second.
	//! \param maxParticlesPerSecond: Maximal amount of particles emitted
	//! per second.
	//! \param minStartColor: Minimal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param maxStartColor: Maximal initial start color of a particle.
	//! The real color of every particle is calculated as random interpolation
	//! between minStartColor and maxStartColor.
	//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
	//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
	//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
	//! of the particle will differ from the orignial direction.
	//! \return Returns a pointer to the created particle emitter.
	//! To set this emitter as new emitter of this particle system,
	//! just call setEmitter(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleSphereEmitter* createSphereEmitter(
		const core::vector3df& center, f32 radius,
		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
		u32 minParticlesPerSecond = 5,
		u32 maxParticlesPerSecond = 10,
		const video::SColor& minStartColor = video::SColor(255,0,0,0),
		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
		s32 maxAngleDegrees=0) = 0;

	//! Creates a point attraction affector. This affector modifies the positions of the
	//! particles and attracts them to a specified point at a specified speed per second.
	//! \param point: Point to attract particles to.
	//! \param speed: Speed in units per second, to attract to the specified point.
	//! \param attract: Whether the particles attract or detract from this point.
	//! \param affectX: Whether or not this will affect the X position of the particle.
	//! \param affectY: Whether or not this will affect the Y position of the particle.
	//! \param affectZ: Whether or not this will affect the Z position of the particle.
	//! \return Returns a pointer to the created particle affector.
	//! To add this affector as new affector of this particle system,
	//! just call addAffector(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleAttractionAffector* createAttractionAffector(
		const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
		bool affectX = true, bool affectY = true, bool affectZ = true) = 0;

	//! Creates a fade out particle affector. This affector modifies
	//! the color of every particle and and reaches the final color
	//! when the particle dies.
	//! This affector looks really good, if the EMT_TRANSPARENT_VERTEX_ALPHA
	//! material is used and the targetColor is video::SColor(0,0,0,0):
	//! Particles are fading out into void with this setting.
	//! \param targetColor: Color whereto the color of the particle is changed.
	//! \param timeNeededToFadeOut: How much time in milli seconds
	//! should the affector need to change the color to the targetColor.
	//! \return Returns a pointer to the created particle affector.
	//! To add this affector as new affector of this particle system,
	//! just call addAffector(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
		const video::SColor& targetColor = video::SColor(0,0,0,0),
		u32 timeNeededToFadeOut = 1000) = 0;

	//! Creates a gravity affector. This affector modifies the direction
	//! of the particle. It assumes that the particle is fired out of the
	//! emitter with huge force, but is loosing this after some time
	//! and is catched by the gravity then. This affector is ideal for
	//! creating things like fountains.
	//! \param gravity: Direction and force of gravity.
	//! \param timeForceLost: Time in milli seconds when the force
	//! of the emitter is totally lost and the particle does not move any more.
	//! This is the time where gravity fully affects the particle.
	//! \return Returns a pointer to the created particle affector.
	//! To add this affector as new affector of this particle system,
	//! just call addAffector(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleGravityAffector* createGravityAffector(
		const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
		u32 timeForceLost = 1000) = 0;

	//! Creates a rotation affector. This affector modifies the positions of the
	//! particles and attracts them to a specified point at a specified speed per second.
	//! \param speed: Rotation in degrees per second
	//! \param pivotPoint: Point to rotate the particles around
	//! \return Returns a pointer to the created particle affector.
	//! To add this affector as new affector of this particle system,
	//! just call addAffector(). Note that you'll have to drop() the
	//! returned pointer, after you don't need it any more, see
	//! IReferenceCounted::drop() for more informations.
	virtual IParticleRotationAffector* createRotationAffector(
		const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f),
		const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) ) = 0;
};

} // end namespace scene
} // end namespace irr


#endif

